hwui: send TextureView hint to SF
So that SF could use this hint when choosing the refresh rate.
SF would only try to heuristically calculate the frame rate of a layer
when TextureView is updating. This fixes a bug where SF tries to
heuristically calculate the frame rate for UI animations but fails
due to long frames.
Bug: 280249265
Test: Playing a video on Facebook and observe refresh rate
Test: go/cb-pcmark
Change-Id: I0d54d62b97ff48583fbe3cc0da188fe85810fd5e
diff --git a/libs/hwui/renderthread/CanvasContext.cpp b/libs/hwui/renderthread/CanvasContext.cpp
index f60c1f3..2bd400d 100644
--- a/libs/hwui/renderthread/CanvasContext.cpp
+++ b/libs/hwui/renderthread/CanvasContext.cpp
@@ -531,7 +531,7 @@
}
}
-void CanvasContext::draw() {
+void CanvasContext::draw(bool solelyTextureViewUpdates) {
if (auto grContext = getGrContext()) {
if (grContext->abandoned()) {
LOG_ALWAYS_FATAL("GrContext is abandoned/device lost at start of CanvasContext::draw");
@@ -604,7 +604,8 @@
static_cast<int32_t>(mCurrentFrameInfo->get(FrameInfoIndex::InputEventId));
native_window_set_frame_timeline_info(
mNativeSurface->getNativeWindow(), frameCompleteNr, vsyncId, inputEventId,
- mCurrentFrameInfo->get(FrameInfoIndex::FrameStartTime));
+ mCurrentFrameInfo->get(FrameInfoIndex::FrameStartTime),
+ solelyTextureViewUpdates);
}
}
@@ -885,7 +886,7 @@
TreeInfo info(TreeInfo::MODE_RT_ONLY, *this);
prepareTree(info, frameInfo, systemTime(SYSTEM_TIME_MONOTONIC), node);
if (info.out.canDrawThisFrame) {
- draw();
+ draw(info.out.solelyTextureViewUpdates);
} else {
// wait on fences so tasks don't overlap next frame
waitOnFences();
diff --git a/libs/hwui/renderthread/CanvasContext.h b/libs/hwui/renderthread/CanvasContext.h
index d7215de..08e2424 100644
--- a/libs/hwui/renderthread/CanvasContext.h
+++ b/libs/hwui/renderthread/CanvasContext.h
@@ -143,7 +143,7 @@
bool makeCurrent();
void prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t syncQueued, RenderNode* target);
// Returns the DequeueBufferDuration.
- void draw();
+ void draw(bool solelyTextureViewUpdates);
void destroy();
// IFrameCallback, Choreographer-driven frame callback entry point
diff --git a/libs/hwui/renderthread/DrawFrameTask.cpp b/libs/hwui/renderthread/DrawFrameTask.cpp
index fab2f46..53b43ba 100644
--- a/libs/hwui/renderthread/DrawFrameTask.cpp
+++ b/libs/hwui/renderthread/DrawFrameTask.cpp
@@ -98,12 +98,14 @@
IRenderPipeline* pipeline = mContext->getRenderPipeline();
bool canUnblockUiThread;
bool canDrawThisFrame;
+ bool solelyTextureViewUpdates;
{
TreeInfo info(TreeInfo::MODE_FULL, *mContext);
info.forceDrawFrame = mForceDrawFrame;
mForceDrawFrame = false;
canUnblockUiThread = syncFrameState(info);
canDrawThisFrame = info.out.canDrawThisFrame;
+ solelyTextureViewUpdates = info.out.solelyTextureViewUpdates;
if (mFrameCommitCallback) {
mContext->addFrameCommitListener(std::move(mFrameCommitCallback));
@@ -136,7 +138,7 @@
}
if (CC_LIKELY(canDrawThisFrame)) {
- context->draw();
+ context->draw(solelyTextureViewUpdates);
} else {
// Do a flush in case syncFrameState performed any texture uploads. Since we skipped
// the draw() call, those uploads (or deletes) will end up sitting in the queue.
@@ -179,6 +181,7 @@
mLayers[i]->apply();
}
}
+
mLayers.clear();
mContext->setContentDrawBounds(mContentDrawBounds);
mContext->prepareTree(info, mFrameInfo, mSyncQueued, mTargetNode);